Interactive video game with visual lighting effects

ABSTRACT

A video game includes a peripheral device that senses the presence and identity of toy objects near or on the peripheral. Each of the toy objects includes an identification device such as an RFID tag. Each of the toys is also associated with a corresponding game character or object. The peripheral device provides lighting effects based on characteristics of the game character or aspects of the game play sequence thereby enhancing the user&#39;s gameplay experience.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 14/549,451, filed Nov. 20, 2014, which is a continuation ofU.S. patent application Ser. No. 13/335,737, filed Dec. 22, 2011, nowU.S. Pat. No. 8,894,462, the disclosures of which are incorporated byreference herein.

BACKGROUND OF THE INVENTION

The present invention relates generally to video games and, moreparticularly, to lighting effects in connection with a video game and aperipheral for a video game.

Video games provide fun and enjoyment for many. Video games allow gameplayers to participate in a variety of simulated activities. Video gamesallow game players to perform roles and experience activities that thegame players may not be able or desire to experience directly, whetherdue to cost, danger, or equipment concerns, or simply due to a role oractivity being a fantasy.

Video games, being generally provided by way of an electronic device andassociated display, often lack a physical component by which a playermay touch and hold a representative object associated with video gameplay or otherwise have a physical object representative of video gameplay. Despite the sometimes intense graphics action of various videogames, the game play experience remains two dimensional. Merelyinteracting with a displayed simulated environment may not allow gameplayers to fully relate to game play, with a sharply distinct separationbetween a game play world and the world physically inhabited by the gameplayers.

BRIEF SUMMARY OF THE INVENTION

One aspect of the invention provides a video game system, comprising aphysical object configured with at least one fluorescing portion, alight source, and a console, in communication with the light source, theconsole including a processor for executing instructions to conduct agame play pattern and for controlling the light source to emit light tocause a visual effect when the at least one fluorescing portion of thephysical object is exposed to the light.

Another aspect of the invention provides an interactive video gamesystem comprising a peripheral device configured with a light source andat least one translucent surface, a processor for executing instructionsrelating to game play and for controlling the light source of theperipheral device to emit light to cause a visual effect when the atleast one translucent surface of the peripheral is exposed to the light.In one aspect, the translucent surface may serve as a light diffuser toprovide a diffuse appearance of light. Additionally, in at least oneaspect of the invention, a toy object may be in contact with orproximate to the translucent surface. The toy object may include aportion formed of a fluorescing material. The fluorescing material mayinclude a color tint. The fluorescing material may produce a furthervisual effect when exposed to light, as will be explained in greaterdetail later.

Another aspect of the invention provides a computer implemented methodfor use in providing a video game, comprising conducting a game playsequence, and controlling a light source to emit a light based on thegame play sequence.

These and other aspects of the invention are more fully comprehendedupon review of this disclosure.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1A is a block diagram illustrating an example of a video gamesystem in accordance with aspects of the present invention;

FIG. 1B illustrates an example of a video game system in accordance withaspects of the invention;

FIG. 1C is a model of a toy object in accordance with embodiments of theinvention.

FIG. 2 is a block diagram of a video game console in accordance withaspects of the invention;

FIG. 3 is a block diagram of a video game peripheral in accordance withaspects of the invention;

FIG. 4 is a flowchart of a process for communication with toy objects inaccordance with aspects of the invention;

FIG. 5 is a flowchart of a process for identifying toy objects inaccordance with aspects of the invention;

FIG. 6 is a flowchart of a process for selecting a toy object inaccordance with aspects of the invention;

FIG. 7 is a flowchart of a process for communicating commands with a toyobject in accordance with aspects of the invention;

FIG. 8 is a flowchart of a process for communication with a video gameperipheral in accordance with aspects of the invention;

FIG. 9 is a diagram of data structure in accordance with aspects of theinvention;

FIG. 10 is a flowchart of a process for changing characters present in avideo game in accordance with aspects of the invention; and

FIG. 11 is a flowchart of a process for adding characters in a videogame in accordance with aspects of the invention;

FIG. 12 is a flowchart of a further process for adding characters in avideo game in accordance with aspects of the invention;

FIG. 13 is a flowchart of a process for providing visual lightingeffects in connection with a video game in accordance with aspects ofthe invention; and

FIG. 14 is a flowchart of a process for providing visual lightingeffects in connection with a video game in accordance with aspects ofthe invention.

DETAILED DESCRIPTION

FIG. 1A is a block diagram illustrating an example of a video gamesystem in accordance with aspects of the present invention. Referring toFIG. 1A, the video game system includes a processor 160 for executinggame related program instructions, a user input device to provide userinputs responsive to user actions 180, a display device 170 fordisplaying aspects of game play, and a device such as a peripheraldevice 110 in communication with the processor. The peripheral deviceincludes a light source, red, green, and blue light emitting diodes (RGBLEDs) in some embodiments, which may be used to produce visual effectsin connection with video game play. The peripheral device may be used toprovide illumination of a physical object about the peripheral device,for example a toy object on or proximate to the peripheral device, andthe toy object may include a translucent or fluorescing material, forexample a fluorescing surface or portion, to allow for provision oflighting effects when provided with light from a light source such asthe light source on the peripheral device. In this and otherembodiments, a fluorescing material includes a material that mayfluoresce or be configured to fluoresce when provided with light havingan appropriate wavelength or range of wavelengths, for example. Thefluorescing material may fluoresce at wavelengths providing particularcolors, which may comprise bright colors, and may include colors such asgreen, blue, orange, yellow or red, or the fluorescing material mayinclude a color tint, or be approximate a material with a color tint,such as a green, blue, orange, yellow or red tint, as just a fewexamples. The lighting effects may be produced at least in part by thefluorescing material being provided with light having a particularwavelength, and fluorescing light in response to receiving the light. Inat least one embodiment the fluorescing light may be light of adifferent wavelength but the scope of the subject matter is not limitedin this respect. If the fluorescing material is provided with a tint,the resulting light effect may include a color display of light inaccordance with the color tint. The peripheral device may also includethe capability to read information from and/or write information to thetoy object.

In some embodiments, the processor is part of a video game console andthe controller is an associated user input device, such as a video gamecontroller, including one in the form of a sensor that senses userposition or movements, and the display device may be a TV. Similarly, insome embodiments, the processor may be part of a personal computer orworkstation, the controller may be a video game controller or a mouseand/or keyboard, and the display device may be a monitor. In someembodiments the processor, the display, and the user input device may becombined into one housing 190, for example in the form of a portablegame device or other mobile device, such as a cell phone, which may be asmart phone or other device such as a tablet. In some embodiments, theprocessor may be located remotely from the display device, and may be,for example, a processor located on a remote server configured toexecute instructions for a web- or cloud-based video game, and havingnetworking capability wherein game play being displayed at a local userlocation while game play instructions are executed all or in part at aremote location.

The processor may execute program instructions related to game play aspart of the video game system of FIG. 1A standing alone, or with thevideo game system of FIG. 1A being part of a networked system such aspart of a web-based video game. When operating alone, the game relatedprogram instructions executed by the processor may include programinstructions for determining game states based on user inputs,peripheral device inputs, and stored game related information, and forcommunicating with the peripheral device, and for commanding display ofaspects of game play. When operating as part of a networked system, withfor example the processor in communication with a network overcommunication line 195, some program instructions related to game playmay be executed by the processor, while other network elements mayexecute other program instructions related to game play. In somenetworked embodiments the processor may execute game play programinstructions relating to the peripheral device, the user input device,the display, and communication with other network elements, while othernetwork elements, for example a server, execute program instructiondetermining game play states. In some networked embodiments theprocessor may execute instructions to determine some aspects of gamestatus, for example position of a user-controlled character, while theother network elements determine other aspects of some states, forexample position of a game controlled character.

FIG. 1B illustrates an example of a video game system in accordance withaspects of the invention. The video game system includes a game console111. As discussed with respect to FIG. 1A, a personal computer or mobiledevice may instead be used, in either a standalone fashion or inconjunction with components or devices in a network, and in oneembodiment the video game may be embodied and/or executed all or in parton the Internet, by utilizing web- or cloud-based data or data storedall or in part on a remote server, for example. For convenience thediscussion will generally refer to a game console, but it should berecognized that in various embodiments the game console is instead apersonal computer, mobile device, a virtual device executing on a remoteserver, or may comprise a web- or cloud-based game that may becontrolled all or in part by a computer, a mobile device such as a smartphone or a tablet, or a dedicated game console, for example, and mayinclude a set of hardware not necessarily physically integrated butfunctionally integrated such that the functionality of the game consolemay be executed on one or more physical devices remote with respect toone another, although scope of the subject matter is non-limiting inthis respect.

The game console may include a processor for executing programinstructions providing for game play and associated circuitry, userinput devices such as a game controller 117, a display device 123, and aperipheral device 105, which in various embodiments includes thecapability to emit light. The peripheral device may also provide thecapability to read from and write information to a toy object. Theprocessor, responsive to inputs from the user input devices and theperipheral device, generally commands display on the display device ofgame characters in and interacting with a virtual world of game play andpossibly each other. In addition, the processor, responsive to inputsfrom the peripheral device, may be used to add characters and objects tothe virtual world, with the characters able to manipulate the addedobjects and move about the virtual world. For example, the processor mayinclude characters in game play based on inputs from the peripheraldevice, and the processor may control actions and activities of gamecharacters based on inputs from the user input devices.

Further, the processor may control a light source of the peripheraldevice to emit light in accordance with or responsive to the game play,characteristics of a video game character, video game achievements orthe entry or exit of a character such as the toy object. In variousembodiments the processor controls the light source of the peripheraldevice by commanding emission of light by the light source and ceasingof emission of light by the light source. In some embodiments theprocessor controls the light source of the peripheral device byasserting, or having asserted, one or more signals provided to theperipheral device commanding emission of light or no emission of lightby the light source of the peripheral device. As shown in FIG. 1B theperipheral device is a housing which includes a top surface 125 whichmay be comprised of a translucent or diffusive material to allow lightfrom at least one light source, and in various embodiments multiplelight sources, within the peripheral device to pass through the surface.The light source may be a light emitting diode (LED), a light bulb witha light source therein, which may be an LED or some other light sourcefor example, and in various embodiments the light source is within theperipheral device. In some embodiments, the light source includes red,green and blue (RGB) LEDs, and the particular color of light producedmay be controlled all or in part by the processor, and may be controlleddepending on factors including game play, toy objects proximate to orplaced on the peripheral device.

Further, the peripheral device may also include translucent, fluorescingor diffusive material on the sides and/or the base 105 of the device andthe translucent, fluorescing or diffusive material may be overlaid inpart, in some embodiments, with a shaped non-translucent material, forexample an opaque material, for example as shown in the peripheraldevice 110 of FIG. 1B, in order to produce lighted shapes, letters orother symbols visible from locations outside the peripheral device whenexposed to the light from the light source. The translucent, fluorescingor diffusive material may also be provided with a color tint such asfluorescent green, orange, red, yellow, pink, for example, to therebyenable further visual effects when the translucent material is exposedto the light.

The instructions providing for game play are generally stored onremovable media, for example, an optical disk. Accordingly, the gameconsole may include an optical drive, for example, a DVD-ROM drive, forreading the instructions for game play. In various embodiments, howeverthe instructions may be stored on some other memory device, may bestored on one or more external servers or may be at least partially weband or cloud-based instructions, or may be stored in internal memory ofthe game console, for example after being downloaded through a networkconnection. In some embodiments, the game console may be a personalcomputer, including similar internal circuitry as herein described, aswell as, for example, a built-in display and built-in user inputdevices, such as a keyboard and a touch pad. Similarly, in someembodiments the game console may be a mobile device, such as a cellphone, personal digital assistant, a smart phone, a tablet, or portablegame device including a processor.

The display device is generally coupled to the game console by a cable,although in some embodiments a wireless connection may be used. In manyembodiments, the display device is a liquid crystal display. In someembodiments, the display device is a television, although in variousembodiments the display device may be a display in a common housing withthe processor, for example. A display screen 131 of the display devicedisplays video images of game play, generally as commanded by theprocessor or other associated circuitry of the game console. In theembodiment of FIG. 1B, the display screen shows a screen shot of videogame play. As illustrated, the screen shot shows a display of acharacter, generally controlled by and animated in accordance with userinputs, approaching an inanimate item in the form of what may beconsidered a castle.

The peripheral device, in some embodiments and as shown in FIG. 1B, hasa substantially flat upper surface for placement of toy objects thereon.The flat upper surface and other surfaces of the peripheral device maybe all or partially translucent or diffusive to enable the production oflighting effects using the light source of the peripheral device.Further, the translucent or diffusive materials may be comprised of aliquid, gas, or solid or any material which allows some light to passthrough it. The translucent or diffusive material may be configured witha color tint to enable a variety of additional lighting effects.

The game player generally places game toy objects, for example, object150 in the form and representative of a dragon as shown in FIG. 1B, onthe flat surface of the peripheral device during game play. The toyobject is generally in the form of and representative of a game itemsuch as a game character or other game item. In some embodiments, thetoy object is associated with a game character during game play. In someembodiments the toy object is associated with a moveable object, forexample a sword or a box, or is associated with a location, such as ahouse, a castle, a ship or some other location corresponding with aparticular location in a game world. The base of the toy object includesa bottom portion 155 at least partially comprised of a translucent orfluorescing material, such as, for example, plastic, glass, or any othermaterial in any state of matter which allows light applied to or throughthe material and thereby results in a lighting effect in relation to thetoy object.

FIG. 1C is a model of a toy object in accordance with embodiments of theinvention. As shown in FIG. 1C, toy object 160 includes a base 163 and atoy FIG. 161. Of course, the toy object could be configured without thebase structure without departing from the spirit of the presentinvention. The base of the object includes a bottom portion 164 at leastpartially comprised of a translucent or fluorescing material, such as,for example, plastic, glass, or any other material in any state ofmatter which allows light applied to or through the material and therebyresults in a lighting effect in relation to the toy object. In at leastone aspect the material may be a fluorescing material that may fluorescein response to light being applied to the material. The light may beapplied by a peripheral device including lights, for example, or bylights external to game related items, for example lighting in a retailsales environment. While the translucent or fluorescing material surfaceis shown on the base of the toy object in FIG. 1C, the translucent orfluorescing material may be provided on any surface of the toy object toenable further visual lighting effects. For example, the eyes of the toyobject may be made of a fluorescing material, to allow for the changingof the eye color for a particular character or based on game play usingthe toy object. Further, the translucent or fluorescing material may belocated in the mid-region or top-region of the toy object, and aconfiguration of the toy object may allow generated light to pass atleast partially through the translucent or fluorescing material toproduce a lighting effect.

Each toy object may include machine-readable information, for example,memory, a radio frequency identification (RFID) tag or a barcode. Insome embodiments the machine-readable information is in or on the baseof the object. The machine-readable information may be sensed, read,and/or in some embodiments written, by the peripheral device, in someembodiments indirectly by way of sending data and commands to the toyobject to write the data to memory of the toy object. Themachine-readable information may include a numeric identifier. Themachine-readable information allows the peripheral device, or theprocessor of the game console, to distinguish one toy object from othertoy objects, and the machine-readable information may therefore beconsidered to include a toy identifier, and in some embodiments, eachparticular toy object has its own distinct identifier. In addition, inmany embodiments the machine readable information includes additionalinformation about a corresponding game character, including in someembodiments, status of the game character in a game.

When a toy object is read by the peripheral device, the peripheraldevice provides the game console an indication of the identifier andstatus information of the toy object, and generally the processor of thegame console commands display of a corresponding game character orotherwise makes the corresponding game character available in game play.Likewise, when a toy object in the form of an article such as a hat orweapon is placed on the peripheral device, the processor may make acorresponding article appear in the game and the article may effectchanges or the ability to make changes in the game. For example, when ahat toy object and a character toy object are concurrently on theperipheral device, the corresponding character in the game may possessthe corresponding hat. In another example, when a ship toy object orcastle toy object is on the peripheral device, the ship or castle maycomprise an area of game play where game characters may engage in gameplay. Thus, video game play may be affected by use of real worldobjects, objects which may also be utilized for play and/or observationseparate from video game play.

The processor of the game console may further command the peripheraldevice to produce lighting effects. For example when an object is placedin a detection area of the peripheral device, the processor may commandthe peripheral to produce light according to characteristics of theobject. In one embodiment, when a toy object is placed in the detectionarea, the peripheral may produce sufficient light to cause a fluorescingeffect in a toy object if the toy object includes a fluorescingmaterial, for example. In one embodiment, the processor may command theperipheral to produce light according to game play. For example, when agame character is in a low health state, the processor may command theperipheral to produce a red light to alert the player of the healthstatus. As a further example, when a character's health reaches apredetermined critically low state, the processor may command theperipheral to produce a flashing red light, by commanding the peripheralto toggle the light on and off. In various embodiments, however, theperipheral device may itself control lighting effects, for example basedon information read from or written to the toy object by the peripheraldevice.

FIG. 2 is an example of a block diagram of a processor and associatedcircuitry, for example, for a game console, useful in accordance withaspects of the invention. As shown in FIG. 2 a processor 211 isconnected to other components via a bus. The other components include amain memory 213 and a removable memory interface 215 generally coupledto a removable memory device, for example, a DVD-ROM drive. Theprocessor may execute instructions retrieved from the removable memorydevice to control game play and store game state information in the mainmemory and for communicating information with a peripheral device usedduring game play. For example, the instructions may be for determiningpossible movements, positions, and locations of a game character. Insome embodiments the instructions may be for display of game play statuson a display and possibly for determining some game play states, and forcommunicating information from a peripheral device to a network elementwhich determines some or all game play states.

The processor is coupled to an audio driver 221 and a video driver 223.The audio driver produces sound signals and the video driver producesimage signals. The sound signals and image signals are transmitted fromthe game console via a display I/O device 225. The display I/O devicegenerally supplies the sound and image signals to a display device. Thedevice is external to the game console in some embodiments, or part ofthe game console in other embodiments. Sound signals may also besupplied to a peripheral device.

The processor may also be coupled to a user I/O device 217, a wirelesstransceiver 219, an user I/O device 227, and other circuitry 229. Theuser I/O device may receive signals from a peripheral device and/orsignals from a keyboard, a mouse, and/or a game controller, withgenerally the keyboard, mouse, and/or controller being used by a userand providing user inputs, for example, during game play. Alternativelyor additionally, the game console may receive user inputs via thewireless transceiver. The user I/O device provides a communicationchannel that may be used, for example, as an internet I/O device formultiple player games.

FIG. 3 is a block diagram of a video game peripheral in accordance withaspects of the invention. The peripheral may be used in some embodimentsas the peripheral device of FIG. 1. The peripheral may be used toprovide information from the toy object to a game console and, in someembodiments, from the game console to the toy object. Accordingly, theperipheral includes a universal serial bus (USB) interface 311 tocommunicate with the game console. In some embodiments, the peripheralmay use a different interface, for example, a wireless interface forcommunication with the game console. The information communicatedbetween the peripheral and the game console may be encrypted, and theinformation read from or written to the toy object by the peripheral mayalso be encrypted.

The peripheral also includes a radio-frequency interface 321 and an I/Ointerface 323 to communicate with toy objects. In many embodiments, theradio-frequency interface is an RFID interface. In other embodiments,the peripheral may include a different interface for communicating withtoy objects, such as an optical interface or a wired interface.

In one embodiment of an optical interface the toy object includes alight source, for example an LED, to provide information of the machinereadable information and a photodiode to receive information ofcommands, with circuitry operable within the toy object to provide forassociated operation of the LED and photodiode in performingcommunication functions. Power may be provided to the toy object by wayof a battery, by way of RFID operations, or by other sources. In such anembodiment the peripheral device similarly includes a photodiode and LEDfor communication with the toy object.

In another embodiment the peripheral device includes an imaging device,for example a CCD and associated circuitry. In such embodiments theimaging device may generate an image, for analysis by the peripheraldevice or in most embodiments by the game console, with the imageproviding information related to the toy object. In some embodimentsidentity of the toy object may be determined by shape or other features,such as color or reflectivity, of the toy object or portions of the toyobject. Similarly, identity and other information of the toy object maybe provided by image information placed on the toy object, including,for example, information of stickers placed on the bottom of the toy,placed either prior to receipt of the toy object by a user or by theuser, in which case the information may be changed by the user inaccordance with game play results. The toy object may instead, or inaddition may include bar code or bar code like information, with theperipheral device including bar code scanning components.

Further in some embodiments the toy object may include a wiredconnection to the peripheral device, or in some embodiments, a wiredconnection to the game console, possibly dispensing with the peripheraldevice. Similarly, in some embodiments the toy object may includewireless communication capabilities of the type commonly used withcomputers, for example Bluetooth or Wi-Fi capabilities.

The peripheral includes a controller 301 that is coupled to the USBinterface and the radio-frequency interface. The controller adapts thesignals between protocols used by the two interfaces. In someembodiments, the controller communicates with the radio-frequencyinterface based on commands received over the USB interface. Forexample, the controller may receive commands to determine what toyobjects are present on the peripheral or to read from or write to aparticular toy object. In other embodiments, the controller mayindependently communicate with the radio-frequency interface and supplyresulting information to a game console over the USB interface. Forexample, the controller may, via the radio-frequency interface,regularly detect what toy objects are newly present on the peripheraland report the detected toy objects to the game console via the USBinterface. The controller generally includes a programmable device suchas a microprocessor performing program instructions. The programinstructions may be stored in the peripheral as firmware or downloadedfrom the game console.

The peripheral also includes, in some embodiments, a loudspeaker 331.The loudspeaker provides audio signaling to game players and thesignaling may relate to a particular toy object present on theperipheral. In some embodiments, the peripheral includes visualindicators such as light-emitting diodes 341 a-c. The diodes may, forexample, be illuminated with intensities or colors that signalperformance in the video game of characters associated with toy objectson the peripheral, or as otherwise discussed herein. Both theloudspeaker and visual indicators are coupled to the controller. Thecontroller signals the loudspeaker and visual indicators to operate, insome embodiments, according to commands received via the USB interface.In some embodiments the controller may signal the visual indicators tooperate based on game state information or based on information readfrom or written to the toy object.

FIG. 4 is a flowchart of a process for communication with toy objects inaccordance with aspects of the invention. The process may be implementedby a video game peripheral, a video game console, or a combination ofdevices. Additionally, the process may be implemented using a processorconfigured by program instructions. The process may be performedutilizing a standardized protocol, for example, the ISO/IEC 14443standard for Identification Cards. Accordingly, the process maycommunicate with toy objects via radio-frequency communication.

In block 411, the process identifies toy objects in a defined region.For example, the process may determine what toy objects are on thesurface of a video game peripheral as shown in FIG. 3. In variousembodiments, the toy objects may be identified by RFID, barcodes, oroptical recognition. In one embodiment, identification of toy objectsincludes a video game peripheral reading identifiers of the toy objectsand supplying the identifiers to a video game console.

In block 413, the process selects a toy object for communication. Theprocess may select the toy object by transmitting a selection commandhaving an identifier matching the identifier of the toy object. In manyembodiments, the process expects to receive an acknowledgment of theselection from the toy object. When an acknowledgment is not received,the process may retransmit the selection command or may provide a signalto a video game associated with the process that the selected toy objectis not available.

In block 415, the process communicates with the selected toy object. Forexample, the process may read from a particular memory location of thetoy object or may write to a particular memory location of the toyobject. In many embodiments, the process expects to receive anacknowledgment or response from the toy object, and when not received,the process may retransmit the command or may signal the video gameassociated with the process that the selected toy is not available. Theprocess thereafter returns.

FIG. 5 is a flowchart of a process for identifying toy objects inaccordance with aspects of the invention. The process may be performedas part of a process for communication with toy objects such as theprocess of FIG. 4. Accordingly, the process may be performed by a videogame console, a video game peripheral, or a combination of devices, andthe process may use a processor configured by program instructions.

In block 521, the process requests that toy objects send theiridentifiers. For example, in an embodiment of the process that uses theISO/IEC 14443 protocol, the process may transmit a request command(REQA) or a wake-up command (WUP). The process listens for and receivesany responses to the request that toys send their identifiers. Eachidentifier is generally unique to a particular toy.

In block 523, the process determines whether multiple toy objectsresponded to the request sent in block 521. For example, multiple toyobjects may respond when there are multiple toy objects in a region thatreceives the request of block 521. The process may determine thatmultiple toy objects responded by detecting a collision betweenidentifiers in the responses received in block 521. When the processdetermines that multiple toy objects responded, the process returns toblock 521; otherwise, the process returns. The process may alsodetermine that no toy objects responded. In various embodiments, theprocess may return when no toys responded or may return to block 521.

The process may, in block 521, include a range of identifiers in therequest that toy objects send their identifiers. For example, theprocess may include a string of bits (for example, least-significantbits) in the request, with only toy objects having identifiers withstarting bits having values that match the string being requested tosend their identifiers. The process may iterate through block 521 andblock 523 with an increasingly narrow range of identifiers in therequest until an identifier is individually received from each toyobject. The string of bits included in the request that toy objects sendtheir identifiers may include the bits that were received by the processin block 521 prior to the collision detected in block 523 followed by azero bit, and in a subsequent iteration followed by a one bit. Forexample, after sending a request for all toy objects to send theiridentifiers, the process may receive a one bit and a zero bit followedby a collision of bit values. The process accordingly requests toyobjects whose identifiers start with one, zero, and zero to send theiridentifiers, and depending on the response or responses received may addadditional bits to the string of bits in the request for identification.The process later requests toy objects whose identifiers start with one,zero, and one to send their identifiers, and depending on the responseor responses received may add additional bits to the string of bits inthe request for identification. The process may iterate through block521 and block 523 performing a binary tree search for identifiers.

FIG. 6 is a flowchart of a process for selecting a toy object inaccordance with aspects of the invention. The process may be part of aprocess for communication with toy objects such as the process of FIG.4. Accordingly, the process may be performed by a video game console, avideo game peripheral, or a combination of devices, and the process mayuse a processor configured by program instructions.

In block 631, the process selects a toy object for furthercommunication. The process may, for example, select the toy object bysending a select command (SEL) that includes the identifier of theselected toy object.

In block 635, the process determines whether it received anacknowledgment from the toy object in response to the selection of block631. The process may, for example, determine that it received anacknowledgment when it receives a selection acknowledge (SAK) messagefrom the selected toy object. When the process determines that it hasreceived an acknowledgment, the process returns; otherwise, the processreturns to block 631 to retry selecting the toy object. In otherembodiments, the process may return when an acknowledgment has not beenreceived. When the process does not receive an acknowledgment, theprocess may additionally inform a video game associated with the processthat the selected toy object is not present.

FIG. 7 is a flowchart of a process for communicating commands with a toyobject in accordance with aspects of the invention. The process may beas part of a process for communication with toy objects such as theprocess of FIG. 4. Accordingly, the process may be performed, forexample, by a video game console, a video game peripheral, or acombination of devices, and the process may use a processor configuredby program instructions.

In block 741, the process sends a command to the toy object. Forexample, the process may send a read command to acquire data from thetoy object or a write command to supply data to the toy object.Accordingly, the command may include an address value indicating amemory location in the toy object to be accessed.

In block 743, the process determines whether it received anacknowledgment from the toy object in response to the command sent inblock 741. The process may, for example, determine that it received anacknowledgment when it receives a message containing a positiveacknowledgment (ACK) from the toy object. For a read command, theacknowledgment may include the data read. When the process determinesthat it has received an acknowledgment, the process continues to block745; otherwise, the process returns. In other embodiments, the processmay return to block 741 to retry sending the command when anacknowledgment has not been received. When the process does not receivean acknowledgment, the process may additionally inform a video gameassociated with the process that the toy object being commanded tocommunicate is not present.

In block 745, the process determines whether it has any more commands tosend to the toy object. The process may determine that it has morecommands for the toy object, for example, by checking a list of actionsin the video game associated with the process. When the processdetermines that there are more commands for the toy object, the processreturns to block 741; otherwise, the process returns.

FIG. 8 is a flowchart of a process for communication with a video gameperipheral in accordance with aspects of the invention. The process maybe implemented by a toy object used in a video game, for example, one ofthe toys of FIG. 1. The process may be performed utilizing astandardized protocol, for example, the ISO/IEC 14443 standard forIdentification Cards. Accordingly, the process may communicate with avideo game peripheral via radio-frequency communication. Furthermore,the process may communicate with a video game peripheral that performsany of the processes illustrated in FIGS. 4-7.

In block 811, the process determines whether it has received a requestfor an identifier associated with the toy object. For example, in anembodiment of the process that uses the ISO/IEC 14443 protocol, theprocess may determine whether it has received a request command (REQA)or a wake-up command (WUP). A request for an identifier may include arange of identifiers that are requested to respond, and the processdetermines that it has received a request for its identifier when itsidentifier is within the requested range of identifiers. When theprocess determines that it has received a request for its identifier,the process continues to block 815; otherwise, the process continues toblock 831.

In block 815, the process sends an answer to the request for itsidentifier. The answer generally includes the identifier or a portion ofthe identifier. For example, the request for the identifier may haveincluded a portion of the identifier with the process including theremaining portion of the identifier in the answer. Thereafter, theprocess returns to block 811.

In block 831, the process determines whether it has been selected forfurther data communication. The process may, for example, determine thatit has been selected when a select command (SEL) is received thatincludes the identifier of the toy object. When the process determinesthat it has been selected, the process continues to block 835;otherwise, the process returns to block 811.

In block 835, the process acknowledges the selection determined in block831. The process may, for example, transmit a selection acknowledge(SAK) message.

In block 841, the process determines whether it has received a datacommand. The process may, for example, determine that it has received acommand instructing it to read data from or write data to a memory. Whenthe process determines that it has received a data command, the processcontinues to block 845; otherwise, the process continues to block 861.

In block 845, the process performs the command of block 841. Forexample, the process may perform a read command by reading values fromthe memory and transmitting the values. In another example, the processmay perform a write command by writing values supplied with command tothe memory and transmitting an acknowledgment of the command.Thereafter, the process returns to block 841.

In block 861, the process determines whether it has been deselected fromfurther data communication. The process may, for example, determine thatit has been deselected when it receives a deselect command (DESEL) or ahalt command (HLTA). When the process determines that it has beendeselected, the process returns; otherwise, the process returns to block841. In some embodiments, the process may wait in a halted state untilit receives a wake-up command (WUP) before it returns. When the processis in the halted state, it does not respond to identification requestcommands, selection commands, or data commands.

FIG. 9 is a diagram of data structure in accordance with aspects of theinvention. The structure may be used to store data in a memory of a toyobject. Information about the toy object, such as its characteristicsand its status, are stored at various locations in the data structure.Although various fields of the data structure are shown in particularlocations in FIG. 9, the data structure may use a different arrangementof the fields.

The data structure includes an area of fixed information 905. The fixedinformation includes information that identifies a type of toy and aparticular instance of the toy object, for example, the fixedinformation may include a 32-bit serial number. The fixed informationmay also include an identification of objects related to the toy object,such as an identification of a separate code associated with the toyobject. The fixed information generally includes a field for dataverification, for example, a cyclic-redundancy check value or checksum.The fixed information is generally written when the toy object iscreated and not thereafter changed. In some embodiments, however, thefixed information may be thereafter changed.

The data structure also includes a first data area 910 and a second dataarea 920. Each of the data areas contains corresponding fields forcertain values representing status information about a game playcharacter associated with the toy object. However, the first data areaand the second data area contain values that reflect the toy object'sstatus at different times. For example, the first data area may containcurrent values and second data area may contain previous values.

The first data area 910 also includes a first header 911. The firstheader includes information about the toy object that may changefrequently during game play, such as fields that store score values,experience levels, or money values. The first header may also include afield indicating how much cumulative time the toy object has been usedfor game play. The first header also contains a sequence field that maybe used to determine whether the first data area contains current data.

The first data area 910 includes a first initial information area 912.The first initial information area includes information about the toyobject which may be used in adding the character or other itemassociated with the toy object to game play, or in otherwise affectingthe character or other item in game play. For example, the first initialinformation area may include a field that stores a name for the toyobject. The first initial information area may include additional fieldsthat store information useful for displaying a representation of thecharacter associated with the toy object in the game. For example, theremay be information indicating upgrades that have been acquired for thecharacter associated with the toy or with objects the characterassociated with the toy object may be wearing, such as hats, or may belocations the character may interact within, such as a ship or castle.In some embodiments, however, the fixed information may containsufficient information for adding the character associated with the toyobject to game play, with the fixed information used instead of theinitial information.

The first data area 910 includes a first further information area 913.The first further information area includes fields that indicateadditional information about the character's status beyond theinformation contained in the first header and the first initialinformation area. The fields in the first further information area mayinclude, for example, a value indicating when the character associatedwith the toy most recently joined the game, a value indicating when thetoy object was first used in the game, an indication of a player towhich the toy object belongs, and an indication of what challenges orskill tests the character associated with the toy object has completedin the game.

The first data area generally includes one or more fields for dataverification, for example, checksums. In one embodiment, the firstheader includes three checksums: a checksum for the entire first dataarea, a checksum for the initial information area, and a checksum forthe header itself. The inclusion of three checksums may allow thecorresponding areas to be verified or updated without reading or writingother areas.

The second data area 920 includes a second header 921, a second initialinformation area 922, and a second further information area 926. Each ofthe areas in the second data area corresponds to a like named area inthe first data area. In some embodiments, the data structure includesadditional data areas, for example, a third data area and a fourth dataarea.

FIG. 10 is a flowchart of a process for changing characters present in avideo game in accordance with aspects of the invention. The process maybe performed by a video game console, a video game peripheral, or acombination of devices, and the process may use a processor configuredby program instructions. Additionally, the process is generallyperformed repeatedly during play of the video game, for example, everysecond or every minute.

In block 1002, the process detects toy objects present on or near aperipheral device. In some embodiments, the process detects toy objectsusing a video game peripheral as described with reference to FIG. 3, andthe process may detect which toy objects are present using a process asdescribed with reference to FIG. 5.

In block 1003, the process determines whether there has been a change inthe toy objects present. For example, the process may compareidentifiers of the toy objects detected in block 1002 to a list of toyidentifiers currently considered present in the video game or detectedon a prior execution of the process. In some embodiments, the processmay use a count of the toy objects present to determine a change in thetoy objects present. When the process determines that there has been achange in the toy objects present, the process continues to block 1005;otherwise, the process returns.

In block 1005, the process determines a type of change in the toyobjects present. When the process determines that the type of change inthe toy objects present includes an addition of a toy object, theprocess continues to block 1006; when the process determines that thetype of change in the toy objects present includes a removal of a toyobject, the process continues to block 1008. When the type of changeincludes both addition and removal, the process, in various embodiments,may determine the type of change based on a fixed priority, a dynamicpriority, or randomly depending, for example, on characteristics of thevideo game. In other embodiments, the process may continue to block 1006and block 1008 concurrently.

In block 1006, the process adds a character, or in some embodiments anitem, associated with an added toy object to the video game. Forexample, the process may display a representation of the character inthe game and include the character in game play. When multiple toyobjects have been added the process may select one of the toy objects tobe added first. For example, the process may select a toy object basedon a prioritization or randomly. In other embodiments, the process mayadd characters associated with multiple toy objects concurrently.Thereafter the process continues to block 1009.

In block 1008, the process removes the character associated with aremoved toy object from the video game. For example, the process mayremove display of a representation of the character from the game andexclude the character from subsequent game play. When multiple toyobjects have been removed the process may select one of the toy objectsto be removed first. In other embodiments, the process may removemultiple toys concurrently. Thereafter the process continues to block1009.

In block 1009, the process determines whether all of the changes in toyobjects present have been processed. The process may, for example, forma list of changes in block 1003 and remove toy objects from the listwhen the toy objects are added to the game in block 1006 or removed fromthe game in block 1008. When the process determines all of the changeshave been processed, the process returns; otherwise, the process returnsto block 1005.

FIG. 11 is a flowchart of a process for adding characters in a videogame in accordance with aspects of the invention. The process may beperformed by a video game console, a video game peripheral, or acombination of devices, and the process may use a processor configuredby program instructions. The process of FIG. 11 may be performed inassociation with the process for changing characters present in a videogame of FIG. 10. Additionally, the process may be used with toy objectsthat store information in a data structure as illustrated by FIG. 9.Multiple instances of the process may be run concurrently, for example,an instance of the process for each of multiple toy objects.

In block 1111, the process reads fixed information from a toy object.The information may be read using a process as shown in FIG. 4. Thefixed information includes values that uniquely identify the toy objectand type of toy object.

In block 1113, the process reads sequence values for each of multipledata areas of toy information. The flowchart of FIG. 11 illustrates aprocess for toy objects with two data areas, data area 0 and data area1, but other numbers of data areas may be used. The sequence numbers maybe stored in headers of the data areas. Each sequence value indicateswhen, in comparison to other headers, the header was written. Forexample, the sequence value may be incremented modulo a maximum valueeach time a header is written. The process may, in some embodiments,also determine a sequence number for cached data values associated withthe toy object. The video game may save data values for the toy objectin a cache from when the toy object was previously played in the game.The cached data values may be useful, for example, in updating characterinformation on the toy object in the event the toy object does notcontain, for whatever reason, the most recent character data. Such acircumstance may occur, for example, if a toy object is suddenly removedfrom the peripheral device during game play, and at a time before themost recent character data was written to the toy object. When the toyobject is later again placed on the peripheral, the cached data valuesmay be used to update the character data on the toy object.

In block 1121, the process determines which sequence value is mostrecent. The process may order the sequence values according to the orderin which they would be generated and select the last in sequence as themost recent. When the process determines that the sequence value fromdata area 0 is most recent, the process continues to block 1123; whenthe process determines that the sequence value from data area 1 is mostrecent, the process continues to block 1125; when the process determinesthat the cached sequence value is most recent, the process continues toblock 1127.

In block 1123, the toy object is processed using data area 0. Forexample, the process may read toy object information from data area 0and use the information to add a character associated with the toyobject to the video game. Thereafter the process returns.

In block 1125, the toy object is processed using data area 1. Processingthe toy object using data area 1 is generally the same as for block1123, except information from data area 1 is used. Thereafter theprocess returns.

In block 1127, the toy object is processed using cached values.Processing the toy object is generally the same as for block 1123 exceptcached information about the toy object is used. Thereafter the processreturns.

The process of FIG. 11 may include error checking of information readfrom the toy object. When the process determines that data read from thetoy object contains an error or is unreliable, it may alter theprocessing. For example, if one of the sequence numbers read in block1113 is unreliable, the associated data area may be excluded fromfurther processing.

FIG. 12 is a flowchart of a further process for adding characters in avideo game in accordance with aspects of the invention. The process maybe performed by a video game console, a video game peripheral, or acombination of devices, and the process may use a processor configuredby program instructions, and the processor may be part of a game consoleand/or a processor of a network element in various embodiments. Theprocess of FIG. 12 may be performed as part of block 1006 of the processof FIG. 10 and also in association with the process of FIG. 11. Theprocess may be used with toy objects that store information in a datastructure as illustrated by FIG. 9.

In block 1231, the process reads initial information from the toyobject. The initial information includes information about the toyobject that is used to add the toy object to game play. In someembodiments, the initial information is read using a process illustratedby FIG. 4. In some embodiments, the initial information includes a nameof the toy object and objects the toy object is wearing. In oneembodiment, the process commands a video game peripheral to read theinitial information from the toy object. In another embodiment, theprocess may receive initial information that had previously been read bya video game peripheral.

In block 1233, the process adds a character associated with the toyobject to the video game. For example, the process may display arepresentation of a character associated with the toy object or ananimated sequence for the character on the display screen of the videogame system illustrated by FIG. 1. Displaying the character utilizes theinitial information read in block 1231. The process also makes thecharacter available for subsequent game play.

In block 1235, the process reads further information from the toyobject. The further information is generally read in the same manner theinitial information was read in block 1231. The further information mayinclude, for example, a value indicating when the toy object mostrecently joined the game, a value indicating when the toy object wasfirst used in the game, an indication of which player the toy objectbelongs to, and an indication of what challenges or skill tests thecharacter associated with the toy object has completed in the game, andvarious information related to the status, for example the capabilities,of the character associated with the toy object, for example as may havebeen modified or changed as a result of prior game play. The furtherinformation combined with the fixed and/or initial information generallyincludes complete information available from the toy object.

In block 1237, the process modifies status of the character associatedwith the toy object in the video game. For example, the process may adddetails read in block 1235 to the character representing the toy objectand to the status of the character in the video game. Thereafter theprocess returns.

FIG. 13 is a flowchart of a process for providing visual lightingeffects in connection with a video game in accordance with aspects ofthe invention. In block 1301, the processor of the video game consoleexecutes instructions to conduct a game play sequence based in part oninputs by a player. In block 1311, the process detects a game playevent. The video game system may include a data structure including aplurality of predetermined events and a lighting effect that is to beproduced in response to the occurrence of said game play event. Gameplay events may include, for example, initiating a new game, placingand/or removing an object on the peripheral device, level advancement ofa character, high score achievements by a character or a game player,defeating of an enemy character, entry of a character or object to gameplay or to a new location or location type within the virtual world. Inone example, a white light is to be produced if a character advances inlevel, but a red light is to be produced if the character is defeated byanother game play entity, for example an enemy. In another example, ablue light is to be produced if the character enters a body of water.

In block 1321, the process controls a light source of the peripheraldevice to produce a light based on the detected event. The peripheraldevice may be used to control RGB LEDs to produce any one of a pluralityof colors by activating or deactivating a combination of the LEDs of theperipheral device. As noted previously, the peripheral device or a toyobject may include a translucent or fluorescing portion which mayproduce additional lighting effects such as by fluorescing in responseto the produced light.

FIG. 14 is a flowchart of a process for providing visual lightingeffects in connection with a video game in accordance with aspects ofthe invention. In block 1401, the video game console retrievesinformation related to the character. The character information may beretrieved from the video game disc, or from information stored in amemory of the physical toy object as described above. Alternatively,character information may be obtained from a remote location such asfrom the internet, remote server, web- or cloud-based storage or thelike, and may include updated character info based on historical gameplay, for example. The character information may include, for example,an elemental association, character level, number of victories, powerspossessed by the character and other character attributes.

In block 1411, the processor of the video game console executesinstructions to conduct a game play sequence based at least on thecharacter information retrieved. In block 1421, the process detects agame play event. In block 1431, the process controls a light source ofthe peripheral device to produce a light based on the characterinformation and/or the detected event. In various embodiments thecharacter information is for a character represented by a toy objectpresent on the peripheral device, and the toy object may include afluorescing surface or portion from which a lighting effect results dueto application of light from the light source. In some embodimentsdifferent characters may have fluorescing surfaces or portions withdifferent color tints, allowing for different effects, particularly whenthe light source includes for example separately controllable RGB LEDs.

Although the invention has been discussed with respect to variousembodiments, it should be recognized that the invention comprises thenovel and non-obvious claims supported by this disclosure.

What is claimed is:
 1. A non-transitory computer-readable medium havingcomputer program instructions stored thereon for providing video gameplay, the computer program instructions, when executed by one or morephysical processors of a gaming console, causing the gaming console to:determine that machine-readable information, received from a toy objectthrough a peripheral device coupled to the game console, comprises anidentifier associated with a virtual game character, the virtual gamecharacter representative of the toy object, and the toy object includinga base comprising a translucent or diffusive material; command displayof the virtual game character in a video game; and command at least oneof a plurality of light sources of the peripheral device to emit light,the peripheral device configured such that at least some of the emittedlight will pass through a translucent surface of the peripheral device,in response to game play of the video game; wherein the base of the toyobject is configured to provide a visual effect when exposed to theemitted light passed through the translucent surface of the peripheraldevice.
 2. The computer-readable medium of claim 1, wherein the lightsources of the peripheral device include a red, green, or blue lightemitting diode.
 3. The computer-readable medium of claim 1, wherein thetranslucent or diffusive material of the base of the toy objectcomprises plastic.
 4. The computer-readable medium of claim 1, whereinthe translucent or diffusive material of the base of the toy object hasa color tint.
 5. The computer-readable medium of claim 4, wherein thecolor tint is blue.
 6. The computer-readable medium of claim 1, whereinat least one of the light sources is configured to produce a blue light.7. The computer-readable medium of claim 1, wherein the computer programinstructions further cause the gaming console to command at least one ofthe light sources to emit light at a timing in response to a game playevent.
 8. The computer-readable medium of claim 1, wherein the computerprogram instructions further cause the gaming console to command atleast one of the light sources to emit light in a color at a timingbased on a game play event.
 9. The computer-readable medium of claim 1,wherein the computer program instructions further cause the gamingconsole to command at least one of the light sources to flash.
 10. Thecomputer-readable medium of claim 1, wherein the machine-readableinformation is stored in a memory component in the base of the toyobject.
 11. A video game system, comprising: a toy object representativeof a game character in a video game, the toy object including machinereadable information and a base comprised of a translucent or diffusivematerial; a peripheral device, separate from the toy object, having aplurality of light sources, an interface for reading the machinereadable information of the toy object, and a translucent surface forplacement of the toy object; and a non-transitory computer-readablemedium having computer program instructions stored thereon for providingvideo game play, the computer program instructions, when executed by oneor more physical processors of a gaming console, causing the gamingconsole to: (i) conduct game play of the video game, and (ii) controlthe light sources of the peripheral device to emit light through thetranslucent surface of the peripheral device in response to game playevents of the video game; wherein the base of the toy object provides avisual effect when exposed to the light emitted by the peripheraldevice.
 12. The computer-readable medium of claim 11, wherein the lightsources of the peripheral device include a red, green, or blue lightemitting diode.
 13. The computer-readable medium of claim 11, whereinthe translucent or diffusive material of the base of the toy objectcomprises plastic.
 14. The computer-readable medium of claim 11, whereinthe translucent or diffusive material of the base of the toy object hasa color tint.
 15. The computer-readable medium of claim 14, wherein thecolor tint is blue.
 16. The computer-readable medium of claim 11,wherein at least one of the light sources is configured to produce ablue light.
 17. The computer-readable medium of claim 11, wherein thecomputer program instructions further cause the game console to controlat least one of the light sources to emit light at a timing in responseto a game play event.
 18. The computer-readable medium of claim 11,wherein the computer program instructions further cause the game consoleto control at least one of the light sources to emit light in a color ata timing based on a game play event.
 19. The computer-readable medium ofclaim 11, wherein the computer program instructions further cause thegame console to control at least one of the light sources to flash. 20.The computer-readable medium of claim 11, wherein the machine-readableinformation is stored in a memory component in the base of the toyobject.